Made a low poly mesh with multiresolution, converted the mesh before sculpting because it messed with the lowpoly mesh.
Made for speed modeling in cgsociety, time limit 1 hour.
Pretty shaky anatomy, yea I know. lol

Page 4, yep - wooo-hooooooo!
Feeling guilty because I started three pieces and didn't finish any of them.
Will have to do a speedie (as above) so I don't overthink/overwork it...

Unrelated: just saw an (older) Peter Jackson interview where he says (re The Lovely Bones), "When you're adapting the book, you really have to cast aside everyone else's opinion and just make it very selfishly for yourself. I mean, that's the only healthy thing that you can really do."

That word "healthy" is very interesting/unexpected/relevant - useful re other stuff I'm doing (or not doing; avoiding, actually; hehe). Have been dreading writing a script, partly because I'm mixing my opinion with others.

Anyhoo, maybe that video is good inspiration for starting a writing/scripting thread (something I haven't seen in Sijun; or simply overlooked), ie. writing is an art too (well, possibly "craft", okay) and likewise there are things to avoid...

Had problems with the render for this one so these are pretty bad, made for speed concept modeling session.
Must perhaps download an older version of Blender to be able to fix the renders, got some poor results when it comes to some settings.

Sumaleth, appreciate it, thank you. Had some problems with normals on the actual smoothing, had to make it retro lol.

Here's the render with smoothing, sure made my eyebrows twist before I found the problem in the render setting.
Original concept is from a guy over at Massive Black, can't remember his name but this concept was just for modeling practise so not gonna be used for anything else.
Original task; speed concept session over a Cgsociety.

Uploaded some more textures on my site, feel free to download them if you want guys.
Made a texture test with this batch aswell.
For some reason I like to try the textures out before adding them to the site, lol must be some kind of syndrome that.

durgldeep, how's it going with Blender? I like what you have there, architecture stuff is always good practise. What version do you use with Blender?
I can help you with cast shadows if you want.
Btw are you over at Cgsociety? I made the speed session this time overthere, sure is good practise to model something from a list with time limit. If you want I can give you the link so you can join us overthere?

Tried a speedy dragon but the topology was kind of messed up and the feet couldn't be saved, sure made a lot of more errors which screwed up the Mesh.
Snif.
Ah well everything is in the learning process, right?

ok I'm going into hiatus in this thread, gonna focus and spend some time in the theme thread from now on.
Hope to see you guys in the SteamPunk Thread.

Still messing around with some illustrative settings and such, compositing. This one became like a bad lit commercial scene though, was fun to experiment with a golfball. Hard to make it convincing in a short time period.
That because of the non triangle support, I was told triangles work on flat surfaces in Blender though, good to know I believe.

durgldeep, how's it going with Blender? I like what you have there, architecture stuff is always good practise. What version do you use with Blender?
I can help you with cast shadows if you want.
Btw are you over at Cgsociety? I made the speed session this time overthere, sure is good practise to model something from a list with time limit. If you want I can give you the link so you can join us overthere?

[sigh] Sorry for disappearing. Haven't found a way to stop life from interfering - but I will never give up!

Thanks for offering to help with shadows. I should have remembered the description, "post questions or ask for feedback", and asked for help [/blockhead].

Had a bit of drama with Blender ("latest beta"): new install locked a desktop icon. Long story short: blew everything away and reinstalled 4.49...

Quite sure I have a cgsociety ID - but my main project/focus is parked here already. And the break turned out to be a good thing: I thought of a way to solve the story/pacing problem (knew it existed, just couldn't get perspective on it). Combining two stories into one easily doubles the pace and makes the plot more intense/interesting (separately they were boring even me, hehe).

Switching to SteamPunk BookCover seems a good time for me to go do what I'm *supposed* to be doing. Knew I needed a break (from the other stuff) and this thread was a lot of fun.

durgldeep, yea things sure do take time, knowing that you are working on a story aswell I am sure you got your hands full.
Yea I should work more on the steampunk bookcover though
Think I am having some ideas when it comes to illustrations for my site, guess that will be a future project though.

Tennis raquet made for the speed sessions, always good to try out some different things. In this case it was the strings making it complicated to finish it within the time limit....
pretty bad texture work, I know. lol

Not sure this is the place to post 3d, feels like I am flooding when I do.
Anyway, been working on a horse lately, mainly for my site as a 3d resource.
The project was more difficult than I thought it would be, still not finished though. Mostly working on the texture now but there are some mirror issues since I didn't sculpt in mirror mode. lol

This is why I have been drawing horses lately, I try to visualize them in my head.

man, mudbox from autodesk is so fun (similar to zbrush).. after a few hours, you got know all basic functions. easy program, it suits artists well who are afraid for advanced 3d.. using the program, it feels like you are sculpting in real life

it will be easier for me to learn more in 3d realm when I play with animation, lighting, material.. it will be some day in future.. it would be fun if we make a short animation some day..

yea you know they have this hardcore modeling challenge over at Cgsociety and the detail that they can create with sculpting is amazing, hope to get there some day.
durgldeep, u know I thought I could show you the multiresolution, better work with the latest beta though. I currently use the official 2.54 beta, been thinking about som latest builds because the obj exporter doesn't work in this version.
Anyway, the multires is pretty sweet; I managed to get up around 2 million vertices with it but then it lags. oh wait scrap that I just tried with 1.5 million which was enough for my 4GB Ram... However I previewed lower and managed to get to 6 million in sculpt mode.... crazy lagging though Lmao.

This one here is around 100 000 vertices, subdivide with simple and it keeps the base structure.

Another go at 2.54 beta...

QD, I'm not sure (still not sure, hehe) if multiresolution is meant to subdivide like Sculptris (which adds polys in areas of finer detail).
Likely I'm missing the point (not hard for me, lol). Was able to duplicate your cube (above)
but see no signs of automatic subdivision - though maybe that's not the point of multiresolution?

Tomasis, very cool first effort. I really like the sharp/chisel-like angles/grooves in the horns (and sharp detail/texture overall) -
and devils/demons are always cool . I see mudbox offers a free demo...

Tomasis, wow that looks pretty cool. Yea true takes lot of time to learn a 3d package software, I prefer if one have all ingredients in one software though. Does mudbox have polygon modeling aswell?
Seems like you have added a lightsource and everything, neato.

durgldeep, as you say there is no automatic subdivision, not sure if they will add it in later betas. Guess there's pros and cons without it though, I like that better than sculptris because then you can control the polygon amount.
But one looses detail and then you have to subdivide further into the model process. I am starting to think that the pro's with multiresolution is that you can have a rich detailed mesh over a low poly mesh. Hence lower resources used if you gonna texture paint and such.

I tried a rich vertices amount and then texture paint on this one, believe somewhere around 100 000 vertices. Not that much actually and the texture paint became laggy and slow, guess that's why some modelers save their low poly beneath. Hopefully one learns while trying. lol.
1 hour sculpt testing...